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Water Whip: Difference between revisions
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| summary = '''{{PAGENAME}}''' is an action that allows a {{Class|Way of the Four Elements}} to either knock a target prone, or pull it towards them. | | summary = '''{{PAGENAME}}''' is an action that allows a {{Class|Way of the Four Elements}} to either knock a target prone, or pull it towards them. | ||
| cost = action, ki:2 | | cost = action, ki:2 | ||
| damage = | | damage = 3d10 | ||
| damage type = Bludgeoning | |||
| range m = 9 | | range m = 9 | ||
| save = DEX | | save = DEX | ||
| save dc = weapon action | |||
| on save = Target still takes half damage but no other effects | |||
| variants = Water Whip: Knock Prone, Water Whip: Pull | | variants = Water Whip: Knock Prone, Water Whip: Pull | ||
| higher levels = At level 9, the damage dice increases by one to {{DamageInfo|4d10|Bludgeoning}} | | higher levels = At level 9, the damage dice increases by one to {{DamageInfo|4d10|Bludgeoning}} |
Revision as of 23:33, 26 December 2023
Water Whip is an action that allows a to either knock a target prone, or pull it towards them.
Description
Possibly pulls a target Range: 9 m / 30 ft toward you or knocks it .
Properties
- Cost:
- Action + 2Ki Points
- Damage:
- 3d10 (3~30) Bludgeoning
- Details:
- Range: 9 m / {{{range ft}}} ft
- DEX Save (Weapon action DC) (On Save: Target still takes half damage but no other effects)
At Higher Levels
At level 9, the damage dice increases by one to 4d10 (4~40) Bludgeoning
Variants
How to learn
Classes:
- Class level 3: Way of the Four Elements